As you no doubt know by now, when I was at PAX I had the exciting opportunity to swing by Harmonix’s office to get some serious hands-on time with Green Day: Rock Band. After a couple hours of dedicated rocking, I got a chance to sit down one-on-one with Project Lead Chris Foster and grill him for more details about the game. We covered a lot of ground, discussing intricacies of gameplay, the possibility of DLC, the reasons for the absence of anything before Dookie, and even a little bit about other single-band games. (That’s what we in the business call “a teaser.” But I can’t mislead you fine people, so I can’t help but tell you that it was a very little bit about other single-band games.)
I have a tendency to ramble in my questions and jump between topics, so I’ve edited the questions for clarity and the order of questions for flow. Beyond that, you’re looking at pretty much our entire conversation. And man, after 10 years in print it still weirds me out to be able to run an interview from start to finish. I keep wanting to trim for space. But look! It’s the internet! Space is free!
Anyway, shall we begin? Let’s.
To me, this looked pretty much like The Beatles in terms of actual gameplay mechanics. Is there anything you’re doing that’s new in terms of gameplay that may not be obvious?
I think the main thing in terms of core gameplay is reuniting Beatles’ vocal harmonies with the Rock Band 2 features that were removed from Beatles: drum fills, guitar effects, and whammy bars. We considered big rock endings and tambourine phrases, and we would have put them in, but for the music that we were doing, there weren’t really places where they fit in, so we didn’t need them.
Once of the nice tweaks is that when you bring in the DLC we actually add harmonies onto them, which is a nice way to embellish the Rock Band 2 songs that people have, and it’s something that’s unique to playing them inside of here. The “meta-game” — what we call all the progression mechanics — uses some of the same concepts from Beatles, but it’s been nicely refined. We really wanted to make it appropriate to Green Day, so it’s got three tours instead of the one narrative progression; it’s got collectibles, but they’re arranged in a different way; it has more opportunities to give you cool archival footage.
And one nerdy detail: The challenges in this, in addition to not just being repeats of chapters, we’ve also tuned the difficulty so that you have to average about four and a half stars or four stars a song in order to beat the challenges. One of the things with Beatles, people were like, “I want to get the last photo, but if I blow one song then I have to start over.” So we wanted to make it a little more of a realistic challenge. Continue reading →